dieangel68 Posted November 18, 2010 Share Posted November 18, 2010 Basically i have this companion mod and i would like to add to it the Sandbox AI package from the CompanionSandbox mod, but the geck doesn't let me add properties to an npc that come from another .esp file (aparently it has to come from a master file) Could someone explain me how to do it if it's even possible? The modification in itself is trivial, i jsut need to add an AI package to an npc... Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 18, 2010 Share Posted November 18, 2010 well, have you tried loading both files at the same time, and just putting the file you want to change as the active one??as far as i know, this should work...... Link to comment Share on other sites More sharing options...
Eiries Posted November 18, 2010 Share Posted November 18, 2010 If you duplicate the NPC while your sandbox mod is active, it'll make it a component of that mod. However, complications can come from it if the NPC has modded items, race, etc. You may find yourself duplicating more thing than you'd like. Link to comment Share on other sites More sharing options...
dieangel68 Posted November 18, 2010 Author Share Posted November 18, 2010 If you duplicate the NPC while your sandbox mod is active, it'll make it a component of that mod. However, complications can come from it if the NPC has modded items, race, etc. You may find yourself duplicating more thing than you'd like. That's pretty much the problem i have, this npc has already a few modification and i jsut want to add an AI package to it, not copy the whole npc. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 18, 2010 Share Posted November 18, 2010 well, i just remembered a way it can be donei have just looked at FO3Edit, and noticed that you can use it to add an esm plugin as a master for another pluginso if the CompanionSandbox plugin is an esm, you can use FONVEdit to add the plugin as a master, and solving all your problems (at least i hope so) really hope this helps Link to comment Share on other sites More sharing options...
dieangel68 Posted November 18, 2010 Author Share Posted November 18, 2010 well, i just remembered a way it can be donei have just looked at FO3Edit, and noticed that you can use it to add an esm plugin as a master for another pluginso if the CompanionSandbox plugin is an esm, you can use FONVEdit to add the plugin as a master, and solving all your problems (at least i hope so) really hope this helps That's what i have done, but will it force the geck to let me edit the mod or do i have to do all of it in FNVedit? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 18, 2010 Share Posted November 18, 2010 as far as i can tell, after you add the master, it will load it in the GECK automatically when you load the companion esp file, so that you will be able to do all the editing in the GECK i've never tried it before, but i am sure it will work properlybut just in case, make a copy of these two plugins before doing the editing and all, to prevent any problems good luck :) Link to comment Share on other sites More sharing options...
dieangel68 Posted November 18, 2010 Author Share Posted November 18, 2010 as far as i can tell, after you add the master, it will load it in the GECK automatically when you load the companion esp file, so that you will be able to do all the editing in the GECK i've never tried it before, but i am sure it will work properlybut just in case, make a copy of these two plugins before doing the editing and all, to prevent any problems good luck :) I jsut tried with the both files set as masters on my compatibility patch, whenever i modify the npc AI package, it creates a DUPLICATE in my mod :( Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 18, 2010 Share Posted November 18, 2010 well, i would guess it is because you made a patch, and not modified one of these filesbut i really don't know...... why don't you try doing the changes in the companion plugin, and not create a patch??that could solve the problem.... at least i think so Link to comment Share on other sites More sharing options...
dieangel68 Posted November 19, 2010 Author Share Posted November 19, 2010 Mostly by principle, and because i tend to release my small patches and tweak and i don't want to claim the companion as mine. That and because i want my mod to conflcit as little as possible because i use another 3rd party mod, let me explain: in my load order i have those files: falloutNV.esm...miria.esp ---------------------> adds the companion npcmiria-shojo-mod.esp ------------------> modify race hairs and some characteristicsMYMOD -------------------------> modify the wait package so for what i understood, esps can override eachothers, but only through fnvedit, and only full records right? if i want to cleanup the miria shojo mod with partial records, and mymod to conflict as little as possible, i should convert miria.esp into an esm? then make both esps reference miria.esm as their master file? EDITI'm under the assumption that there is SOME way to edit partially a specific object, but i realize i may very well be wrong and that any mod modifying an npc basically override the whole npc. If this is the case, then i'm not sure how i can keep my mod as compatible as possible... Link to comment Share on other sites More sharing options...
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